//============================================================================= // SF_SceneBattleTmp.js - Scene_Battle temporary //============================================================================= /*: * @plugindesc Scene_Battle 临时使用,功能不保证。 * @version 1.0.0 * @help * 放在 YEP_Core Engine 之前。 */ var SF_Plugins = SF_Plugins || {}; SF_Plugins.SF_SceneBattleTmp = {}; //============================================================================= // Game_Party //============================================================================= SF_Plugins.SF_SceneBattleTmp.Game_Party_maxBattleMembers = Game_Party.prototype.maxBattleMembers; Game_Party.prototype.maxBattleMembers = function () { return 5; }; //============================================================================= // Window_PartyCommand //============================================================================= SF_Plugins.SF_SceneBattleTmp.Window_PartyCommand_initialize = Window_PartyCommand.prototype.initialize; Window_PartyCommand.prototype.initialize = function () { var y = Graphics.boxHeight - this.windowHeight() * 2; Window_Command.prototype.initialize.call(this, 0, y); this.openness = 0; this.deactivate(); }; //============================================================================= // Window_ActorCommand //============================================================================= SF_Plugins.SF_SceneBattleTmp.Window_ActorCommand_initialize = Window_ActorCommand.prototype.initialize; Window_ActorCommand.prototype.initialize = function () { var y = Graphics.boxHeight - this.windowHeight() * 2; Window_Command.prototype.initialize.call(this, 0, y); this.openness = 0; this.deactivate(); this._actor = null; }; //============================================================================= // Window_BattleStatus //============================================================================= SF_Plugins.SF_SceneBattleTmp.Window_BattleStatus_initialize = Window_BattleStatus.prototype.initialize; //============================================================================= // Scene_Battle //============================================================================= SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createSkillWindow = Scene_Battle.prototype.createSkillWindow; Scene_Battle.prototype.createSkillWindow = function () { var wx = this._actorCommandWindow.x + this._actorCommandWindow.width; var wy = this._actorCommandWindow.y; var ww = Graphics.boxWidth - wx; var wh = this._actorCommandWindow.height; this._skillWindow = new Window_BattleSkill(wx, wy, ww, wh); this._skillWindow.setHelpWindow(this._helpWindow); this._skillWindow.setHandler("ok", this.onSkillOk.bind(this)); this._skillWindow.setHandler("cancel", this.onSkillCancel.bind(this)); this.addWindow(this._skillWindow); }; SF_Plugins.SF_SceneBattleTmp.Scene_Battle_createItemWindow = Scene_Battle.prototype.createItemWindow; Scene_Battle.prototype.createItemWindow = function () { var wx = this._actorCommandWindow.x + this._actorCommandWindow.width; var wy = this._actorCommandWindow.y; var ww = Graphics.boxWidth - wx; var wh = this._actorCommandWindow.height; this._itemWindow = new Window_BattleItem(wx, wy, ww, wh); this._itemWindow.setHelpWindow(this._helpWindow); this._itemWindow.setHandler("ok", this.onItemOk.bind(this)); this._itemWindow.setHandler("cancel", this.onItemCancel.bind(this)); this.addWindow(this._itemWindow); };